Remove trailing white-space from lua files
This commit is contained in:
committed by
abcdefg30
parent
6d26f60904
commit
150d02ac0d
@@ -33,7 +33,7 @@ Auto1 = { units = { ['e1'] = 2, ['e2'] = 2 }, waypoints = WaypointGroup5, delay
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Auto2 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
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Auto2 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup3, delay = 50 }
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Auto3 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
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Auto3 = { units = { ['ltnk'] = 1, ['bggy'] = 1 }, waypoints = WaypointGroup3, delay = 50 }
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Auto4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup7, delay = 50 }
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Auto4 = { units = { ['bggy'] = 2 }, waypoints = WaypointGroup7, delay = 50 }
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Auto5 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup6, delay = 50 }
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Auto5 = { units = { ['ltnk'] = 1 }, waypoints = WaypointGroup6, delay = 50 }
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Auto6 = { units = { ['arty'] = 1 }, waypoints = WaypointGroup4, delay = 50 }
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Auto6 = { units = { ['arty'] = 1 }, waypoints = WaypointGroup4, delay = 50 }
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Auto7 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup6, delay = 50 }
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Auto7 = { units = { ['e3'] = 3, ['e4'] = 2 }, waypoints = WaypointGroup6, delay = 50 }
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@@ -63,7 +63,7 @@ AtreidesAttackWaves =
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hard = 9
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hard = 9
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}
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}
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AtreidesHunters =
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AtreidesHunters =
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{
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{
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{ "trooper", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper" },
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{ "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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@@ -78,7 +78,7 @@ AtreidesPaths =
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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}
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AtreidesHunterPaths =
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AtreidesHunterPaths =
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{
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{
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry6.Location, AtreidesRally6.Location },
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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{ AtreidesEntry5.Location, AtreidesRally5.Location },
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@@ -71,7 +71,7 @@ FremenAttackWaves =
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AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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AtreidesHunters = { "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" }
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FremenHunters =
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FremenHunters =
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{
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{
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{ "fremen", "fremen", "fremen" },
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{ "fremen", "fremen", "fremen" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "combat_tank_a" },
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@@ -79,7 +79,7 @@ FremenHunters =
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}
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}
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InitialAtreidesReinforcements =
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InitialAtreidesReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" }
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}
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}
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@@ -98,7 +98,7 @@ FremenPaths =
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{ FremenEntry6.Location, FremenRally6.Location }
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{ FremenEntry6.Location, FremenRally6.Location }
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}
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}
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FremenHunterPaths =
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FremenHunterPaths =
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{
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{
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{ FremenEntry1.Location, FremenRally1.Location },
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{ FremenEntry1.Location, FremenRally1.Location },
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{ FremenEntry2.Location, FremenRally2.Location },
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{ FremenEntry2.Location, FremenRally2.Location },
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@@ -81,14 +81,14 @@ OrdosAttackWaves =
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hard = 8
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hard = 8
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}
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}
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OrdosHunters =
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OrdosHunters =
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{
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{
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{ "combat_tank_o", "combat_tank_o" },
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{ "combat_tank_o", "combat_tank_o" },
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{ "missile_tank" }
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{ "missile_tank" }
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}
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}
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InitialOrdosReinforcements =
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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}
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@@ -117,13 +117,13 @@ OrdosHunterPaths =
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{ OrdosEntry12.Location, OrdosEntry12.Location },
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{ OrdosEntry12.Location, OrdosEntry12.Location },
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}
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}
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HarkonnenReinforcements =
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HarkonnenReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper" },
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{ "trooper", "trooper", "trooper", "trooper" },
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{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
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{ "combat_tank_h", "combat_tank_h", "combat_tank_h", "combat_tank_h" }
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}
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}
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HarkonnenPaths =
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HarkonnenPaths =
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{
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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@@ -172,7 +172,7 @@ OrdosReinforcementNotification = function(currentWave, totalWaves)
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end
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end
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Media.DisplayMessage("Enemy carryall drop detected!", "Mentat")
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Media.DisplayMessage("Enemy carryall drop detected!", "Mentat")
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OrdosReinforcementNotification(currentWave, totalWaves)
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OrdosReinforcementNotification(currentWave, totalWaves)
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end)
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end)
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end
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end
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@@ -78,7 +78,7 @@ OrdosAttackWaves =
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}
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}
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InitialOrdosReinforcements =
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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}
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@@ -101,13 +101,13 @@ InitialOrdosPaths =
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{ OrdosEntry10.Location, OrdosRally10.Location }
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{ OrdosEntry10.Location, OrdosRally10.Location }
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}
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}
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HarkonnenReinforcements =
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HarkonnenReinforcements =
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{
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{
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{ "combat_tank_h", "combat_tank_h" },
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{ "combat_tank_h", "combat_tank_h" },
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{ "missile_tank", "missile_tank" }
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{ "missile_tank", "missile_tank" }
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}
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}
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HarkonnenPaths =
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HarkonnenPaths =
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{
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location }
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@@ -78,7 +78,7 @@ OrdosAttackWaves =
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}
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}
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InitialOrdosReinforcements =
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InitialOrdosReinforcements =
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{
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{
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
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}
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}
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@@ -96,7 +96,7 @@ FremenGroupSize =
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}
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}
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InitialAtreidesReinforcements =
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InitialAtreidesReinforcements =
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{
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{
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
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{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
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{ "trooper", "trooper", "trooper", "combat_tank_a", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" },
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@@ -140,7 +140,7 @@ SendStarportReinforcements = function()
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if CStarport.IsDead or CStarport.Owner ~= corrino_main then
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if CStarport.IsDead or CStarport.Owner ~= corrino_main then
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return
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return
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end
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end
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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local units = Reinforcements.ReinforceWithTransport(corrino_main, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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local units = Reinforcements.ReinforceWithTransport(corrino_main, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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@@ -101,7 +101,7 @@ FremenGroupSize =
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}
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}
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InitialAtreidesReinforcements =
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InitialAtreidesReinforcements =
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{
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{
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" },
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{ "combat_tank_a", "combat_tank_a", "quad", "trike" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" },
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{ "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_a" },
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
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{ "combat_tank_a", "combat_tank_a", "quad", "quad", "trike" }
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@@ -146,7 +146,7 @@ SendStarportReinforcements = function()
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if CStarport.IsDead or CStarport.Owner ~= corrino_small then
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if CStarport.IsDead or CStarport.Owner ~= corrino_small then
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return
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return
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end
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end
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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reinforcements = Utils.Random(CorrinoStarportReinforcements[Difficulty])
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local units = Reinforcements.ReinforceWithTransport(corrino_small, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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local units = Reinforcements.ReinforceWithTransport(corrino_small, "frigate", reinforcements, { CorrinoStarportEntry.Location, CStarport.Location + CVec.New(1, 1) }, { CorrinoStarportExit.Location })[2]
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@@ -71,7 +71,7 @@ HarkonnenHunters = {
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{ "trike", "trike" }
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{ "trike", "trike" }
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}
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}
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HarkonnenHunterPaths =
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HarkonnenHunterPaths =
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{
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{
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry1.Location, HarkonnenRally1.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
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@@ -7,7 +7,7 @@
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information, see COPYING.
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information, see COPYING.
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]]
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]]
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Base =
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Base =
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{
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{
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Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, HBarracks, HPower1, HPower2, HPower3, HPower4 },
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Harkonnen = { HConyard, HRefinery, HHeavyFactory, HLightFactory, HGunTurret1, HGunTurret2, HGunTurret3, HGunTurret4, HGunTurret5, HBarracks, HPower1, HPower2, HPower3, HPower4 },
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Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
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Smugglers = { SOutpost, SHeavyFactory, SLightFactory, SGunTurret1, SGunTurret2, SGunTurret3, SGunTurret4, SBarracks, SPower1, SPower2, SPower3 }
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@@ -27,7 +27,7 @@ HarkonnenAttackDelay =
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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hard = DateTime.Minutes(1) + DateTime.Seconds(30)
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}
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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{
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Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
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Harkonnen = { "combat_tank_h", "combat_tank_h", "trike", "quad" },
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Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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Smugglers = { "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper" }
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@@ -42,7 +42,7 @@ ActivateAIProduction = function()
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local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local vehiclesToBuild = function() return { Utils.Random(EnemyVehicleTypes) } end
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local tanksToBuild = function() return EnemyTankType end
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local tanksToBuild = function() return EnemyTankType end
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local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
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local attackTresholdSize = AttackGroupSize[Difficulty] * 2.5
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ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, ABarracks1, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, ALightFactory, delay, vehiclesToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_main, AHeavyFactory, delay, tanksToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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@@ -50,7 +50,7 @@ ActivateAIProduction = function()
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ProduceUnits(atreides_small_1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_1, ABarracks2, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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ProduceUnits(atreides_small_2, ABarracks3, delay, infantryToBuild, AttackGroupSize[Difficulty], attackTresholdSize)
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AIProductionActivated = true
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AIProductionActivated = true
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end
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end
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@@ -7,7 +7,7 @@
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information, see COPYING.
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information, see COPYING.
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]]
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]]
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Base =
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Base =
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{
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{
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AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
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AtreidesMainBase = { AConyard, APower1, APower2, APower3, ABarracks1, ARefinery1, ALightFactory, AHeavyFactory, AGunt1, AGunt2, AGunt3, AGunt4, AGunt5 },
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AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
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AtreidesSmallBase1 = { APower4, APower5, ABarracks2, ARefinery2, AGunt6, AGunt7 },
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@@ -70,7 +70,7 @@ AtreidesPaths =
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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{ AtreidesEntry8.Location, AtreidesRally8.Location }
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}
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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{
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AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesMainBase = { "combat_tank_a", "combat_tank_a", "quad", "quad", "trike", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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AtreidesSmallBase1 = { "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf" },
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@@ -115,7 +115,7 @@ HarkonnenAttackWaves =
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hard = 6
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hard = 6
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}
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}
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InitialReinforcements =
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InitialReinforcements =
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{
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{
|
||||||
Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
|
Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
|
||||||
Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
|
Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
|
||||||
|
|||||||
@@ -14,7 +14,7 @@ BGAttackGroupSize = 8
|
|||||||
SovietAircraftType = { "yak" }
|
SovietAircraftType = { "yak" }
|
||||||
Yaks = { }
|
Yaks = { }
|
||||||
SovietInfantry = { "e1", "e2", "e4" }
|
SovietInfantry = { "e1", "e2", "e4" }
|
||||||
SovietVehicles =
|
SovietVehicles =
|
||||||
{
|
{
|
||||||
hard = { "3tnk", "3tnk", "v2rl" },
|
hard = { "3tnk", "3tnk", "v2rl" },
|
||||||
normal = { "3tnk" },
|
normal = { "3tnk" },
|
||||||
|
|||||||
@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
|
|||||||
|
|
||||||
GroundWavesUpgradeDelay = DateTime.Minutes(12)
|
GroundWavesUpgradeDelay = DateTime.Minutes(12)
|
||||||
GroundAttackUnitType = "Normal"
|
GroundAttackUnitType = "Normal"
|
||||||
GroundAttackUnits =
|
GroundAttackUnits =
|
||||||
{
|
{
|
||||||
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
|
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
|
||||||
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
|
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
|
||||||
}
|
}
|
||||||
GroundAttackPaths =
|
GroundAttackPaths =
|
||||||
{
|
{
|
||||||
{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
|
{ SovEntry1.Location, ParaLZ3.Location, AttackChrono.Location },
|
||||||
{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
|
{ SovEntry2.Location, ParaLZ5.Location, AttackChrono.Location },
|
||||||
{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
|
{ SovEntry3.Location, ParaLZ5.Location, AttackChrono.Location }
|
||||||
@@ -209,8 +209,8 @@ SendParabombs = function()
|
|||||||
end
|
end
|
||||||
|
|
||||||
local targets = Utils.Where(greece.GetActors(), function(actor)
|
local targets = Utils.Where(greece.GetActors(), function(actor)
|
||||||
return
|
return
|
||||||
actor.HasProperty("Sell") and
|
actor.HasProperty("Sell") and
|
||||||
actor.Type ~= "brik" and
|
actor.Type ~= "brik" and
|
||||||
actor.Type ~= "sbag" or
|
actor.Type ~= "sbag" or
|
||||||
actor.Type == "pdox" or
|
actor.Type == "pdox" or
|
||||||
|
|||||||
@@ -17,13 +17,13 @@ IdleHunt = function(unit) if not unit.IsDead then Trigger.OnIdle(unit, unit.Hunt
|
|||||||
|
|
||||||
GroundWavesUpgradeDelay = DateTime.Minutes(12)
|
GroundWavesUpgradeDelay = DateTime.Minutes(12)
|
||||||
GroundAttackUnitType = "Normal"
|
GroundAttackUnitType = "Normal"
|
||||||
GroundAttackUnits =
|
GroundAttackUnits =
|
||||||
{
|
{
|
||||||
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
|
Normal = { {"4tnk", "3tnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } },
|
||||||
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
|
Upgraded = { {"4tnk", "3tnk", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e2", "e2", "e2" }, { "3tnk", "v2rl", "ftrk", "apc", "apc", "e1", "e1", "e1", "e1", "e1", "e4", "e4", "e4" } }
|
||||||
}
|
}
|
||||||
GroundAttackPaths =
|
GroundAttackPaths =
|
||||||
{
|
{
|
||||||
{ SovEntry1.Location, ParaLZ2.Location, AttackChrono.Location },
|
{ SovEntry1.Location, ParaLZ2.Location, AttackChrono.Location },
|
||||||
{ SovEntry2.Location, ParaLZ2.Location, AttackChrono.Location },
|
{ SovEntry2.Location, ParaLZ2.Location, AttackChrono.Location },
|
||||||
{ SovEntry3.Location, ParaLZ4.Location, AttackChrono.Location }
|
{ SovEntry3.Location, ParaLZ4.Location, AttackChrono.Location }
|
||||||
@@ -209,8 +209,8 @@ SendParabombs = function()
|
|||||||
end
|
end
|
||||||
|
|
||||||
local targets = Utils.Where(greece.GetActors(), function(actor)
|
local targets = Utils.Where(greece.GetActors(), function(actor)
|
||||||
return
|
return
|
||||||
actor.HasProperty("Sell") and
|
actor.HasProperty("Sell") and
|
||||||
actor.Type ~= "brik" and
|
actor.Type ~= "brik" and
|
||||||
actor.Type ~= "sbag" or
|
actor.Type ~= "sbag" or
|
||||||
actor.Type == "pdox" or
|
actor.Type == "pdox" or
|
||||||
|
|||||||
@@ -25,7 +25,7 @@ AlliedBase = { WarFactory, PillBox1, PillBox2, Refinery, PowerPlant1, PowerPlant
|
|||||||
AlliedForces = { "2tnk" , "2tnk", "mcv" }
|
AlliedForces = { "2tnk" , "2tnk", "mcv" }
|
||||||
ChopperTeam = { "e1r1", "e1r1", "e2", "e2", "e1r1" }
|
ChopperTeam = { "e1r1", "e1r1", "e2", "e2", "e1r1" }
|
||||||
|
|
||||||
SendTanks = function()
|
SendTanks = function()
|
||||||
Media.PlaySpeechNotification(allies, "ReinforcementsArrived")
|
Media.PlaySpeechNotification(allies, "ReinforcementsArrived")
|
||||||
Reinforcements.Reinforce(allies, AlliedForces, TankPath, DateTime.Seconds(1))
|
Reinforcements.Reinforce(allies, AlliedForces, TankPath, DateTime.Seconds(1))
|
||||||
end
|
end
|
||||||
@@ -52,7 +52,7 @@ end
|
|||||||
|
|
||||||
DiscoveredAlliedBase = function(actor, discoverer)
|
DiscoveredAlliedBase = function(actor, discoverer)
|
||||||
if (not baseDiscovered and discoverer.Owner == allies) then
|
if (not baseDiscovered and discoverer.Owner == allies) then
|
||||||
baseDiscovered = true
|
baseDiscovered = true
|
||||||
Media.PlaySpeechNotification(allies, "ObjectiveReached")
|
Media.PlaySpeechNotification(allies, "ObjectiveReached")
|
||||||
Utils.Do(AlliedBase, function(building)
|
Utils.Do(AlliedBase, function(building)
|
||||||
building.Owner = allies
|
building.Owner = allies
|
||||||
@@ -106,7 +106,7 @@ GetTicks = function()
|
|||||||
return ticks
|
return ticks
|
||||||
end
|
end
|
||||||
|
|
||||||
Tick = function()
|
Tick = function()
|
||||||
if SurviveObjective ~= nil then
|
if SurviveObjective ~= nil then
|
||||||
if ticks > 0 then
|
if ticks > 0 then
|
||||||
if ticks == DateTime.Minutes(17) then
|
if ticks == DateTime.Minutes(17) then
|
||||||
|
|||||||
@@ -125,7 +125,7 @@ SendParatroopers = function()
|
|||||||
local proxy = Actor.Create(para.proxy, false, { Owner = soviets })
|
local proxy = Actor.Create(para.proxy, false, { Owner = soviets })
|
||||||
local target = Map.CenterOfCell(para.drop)
|
local target = Map.CenterOfCell(para.drop)
|
||||||
local dir = target - Map.CenterOfCell(para.entry)
|
local dir = target - Map.CenterOfCell(para.entry)
|
||||||
|
|
||||||
local aircraft = proxy.ActivateParatroopers(target, dir.facing)
|
local aircraft = proxy.ActivateParatroopers(target, dir.facing)
|
||||||
Utils.Do(aircraft, function(a)
|
Utils.Do(aircraft, function(a)
|
||||||
Trigger.OnPassengerExited(a, function(t, p)
|
Trigger.OnPassengerExited(a, function(t, p)
|
||||||
|
|||||||
@@ -21,8 +21,8 @@ ProductionInterval =
|
|||||||
}
|
}
|
||||||
|
|
||||||
GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
|
GroundAttackUnits = { { "ttnk", "ttnk", "e2", "e2", "e2" }, { "3tnk", "v2rl", "e4", "e4", "e4" } }
|
||||||
GroundAttackPaths =
|
GroundAttackPaths =
|
||||||
{
|
{
|
||||||
{ EscapeSouth5.Location, Patrol1.Location },
|
{ EscapeSouth5.Location, Patrol1.Location },
|
||||||
{ EscapeNorth10.Location, EscapeNorth7.Location }
|
{ EscapeNorth10.Location, EscapeNorth7.Location }
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -108,7 +108,7 @@ MoveTruckEscapeRoute = function(truck, route)
|
|||||||
Utils.Do(route, function(waypoint)
|
Utils.Do(route, function(waypoint)
|
||||||
truck.Move(waypoint.Location)
|
truck.Move(waypoint.Location)
|
||||||
end)
|
end)
|
||||||
|
|
||||||
Trigger.OnIdle(truck, function()
|
Trigger.OnIdle(truck, function()
|
||||||
if truck.Location == route[#route].Location then
|
if truck.Location == route[#route].Location then
|
||||||
truck.Destroy()
|
truck.Destroy()
|
||||||
|
|||||||
@@ -167,7 +167,7 @@ ActivateAI = function()
|
|||||||
|
|
||||||
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
|
Trigger.AfterDelay(DateTime.Minutes(3), WTransWaves)
|
||||||
|
|
||||||
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
|
Trigger.AfterDelay(AlliedVehiclesUpgradeDelay, function() AlliedVehicleType = "Upgraded" end)
|
||||||
|
|
||||||
ProduceInfantry()
|
ProduceInfantry()
|
||||||
ProduceVehicles()
|
ProduceVehicles()
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
]]
|
]]
|
||||||
alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
|
alliedScouts = { Actor189, Actor216, Actor217, Actor218, Actor219 }
|
||||||
|
|
||||||
ussrReinforcements =
|
ussrReinforcements =
|
||||||
{
|
{
|
||||||
east =
|
east =
|
||||||
{
|
{
|
||||||
@@ -118,15 +118,15 @@ WorldLoaded = function()
|
|||||||
ussr = Player.GetPlayer("USSR")
|
ussr = Player.GetPlayer("USSR")
|
||||||
germany = Player.GetPlayer("Germany")
|
germany = Player.GetPlayer("Germany")
|
||||||
greece = Player.GetPlayer("Greece")
|
greece = Player.GetPlayer("Greece")
|
||||||
|
|
||||||
Trigger.OnObjectiveAdded(ussr, function(p, id)
|
Trigger.OnObjectiveAdded(ussr, function(p, id)
|
||||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
|
||||||
end)
|
end)
|
||||||
|
|
||||||
KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
|
KillAll = ussr.AddPrimaryObjective("Destroy all Allied units and structures.")
|
||||||
DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
|
DestroyVillageObjective = ussr.AddSecondaryObjective("Destroy the village of Allied sympathizers.")
|
||||||
BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
|
BeatUSSR = greece.AddPrimaryObjective("Defeat the Soviet forces.")
|
||||||
|
|
||||||
Trigger.OnObjectiveCompleted(ussr, function(p, id)
|
Trigger.OnObjectiveCompleted(ussr, function(p, id)
|
||||||
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
|
||||||
end)
|
end)
|
||||||
@@ -147,15 +147,15 @@ WorldLoaded = function()
|
|||||||
|
|
||||||
AddReinforcmentTriggers()
|
AddReinforcmentTriggers()
|
||||||
AddRetreatTrigger()
|
AddRetreatTrigger()
|
||||||
|
|
||||||
scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
|
scripteddrop = Actor.Create("scripteddrop", false, { Owner = ussr })
|
||||||
|
|
||||||
OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
|
OnAnyDamaged(Obj2ActorTriggerActivator, ChurchAmbushTrigger)
|
||||||
|
|
||||||
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
|
Trigger.OnAllRemovedFromWorld(Obj2ActorTriggerActivator, Obj2TriggerFunction)
|
||||||
|
|
||||||
Camera.Position = SovietBase.CenterPosition
|
Camera.Position = SovietBase.CenterPosition
|
||||||
|
|
||||||
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
|
Trigger.AfterDelay(ActivateAIDelay, ActivateAI)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -86,7 +86,7 @@ ProduceArmor = function()
|
|||||||
Utils.Do(AlliedWarFact, function(fact) fact.RallyPoint = Rally.Location end)
|
Utils.Do(AlliedWarFact, function(fact) fact.RallyPoint = Rally.Location end)
|
||||||
greece.Build(toBuild, function(unit)
|
greece.Build(toBuild, function(unit)
|
||||||
ArmorAttack[#ArmorAttack + 1] = unit[1]
|
ArmorAttack[#ArmorAttack + 1] = unit[1]
|
||||||
|
|
||||||
if #ArmorAttack >= ArmorAttackNumbers[Map.LobbyOption("difficulty")] then
|
if #ArmorAttack >= ArmorAttackNumbers[Map.LobbyOption("difficulty")] then
|
||||||
SendAttackToBase(ArmorAttack)
|
SendAttackToBase(ArmorAttack)
|
||||||
ArmorAttack = { }
|
ArmorAttack = { }
|
||||||
|
|||||||
Reference in New Issue
Block a user